By Jim Rossignol on April 10th, 2009 at 9:42 am.

Two minutes of Bioshock 2 footage have emerged from the cold abyss of development, and lie shivering beneath the cut. You really are a Big Daddy, drill and all. The underwater bit looks cool, anyway.
By Jim Rossignol on April 10th, 2009 at 9:42 am.

Two minutes of Bioshock 2 footage have emerged from the cold abyss of development, and lie shivering beneath the cut. You really are a Big Daddy, drill and all. The underwater bit looks cool, anyway.
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So we play as the big fat dude? the bigfat? he move too fast for a bigdad.
Other than that, I have count like 4 totally different types of awesomeness on this video. This thing looks like is in production longer than the original bioshock…. thats is *very* strange.
I think this one could have a creeppy twist on the history, and some Doom3 moments…
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Ooooh, atmospheric. And aquatic.
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That. Looks. Bizarre. Familiar, but also. Bizarre. I don’t know what to make of it.
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I always thought it was odd that Bioshock, a game set almost entirely underwater, doesn’t have any swimming sequences. Pre-release, I assumed the environment would be one of the biggest hazards. A constant threat from depressurisation and drowning, or at least one sequence where you use a diving suit on the sea bed – but nope. The intro doesn’t count, since that was scripted. That footage makes me think the same thing, since Big Daddies are too heavy to float.
That’s not really a complaint, since swimming sections in FPSs are always awful and awkward, but still. Water never being a threat seemed like an odd choice, considering the status of Rapture.
Anyway. I wonder why this Big Daddy has increased intelligence and takes orders from someone who isn’t a Little Sister. Also: will you still fight other Big Daddies?
I think the thing I’m most looking forward to here is finding out how they’re going to explain everything.
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Tenenbaum’s still there? That woman needs to get out more.
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Yeah, this is really not doing anything to dissuade me from the belief that Bioshock 2 is a Bad Idea. If anything it looks like a chance to Miss the Opportunities presented in the first game even Harder.
Oh well. I certainly don’t wish them failure. Hopefully it will turn out good (nay great!), but it is quite a challenge to follow Bioshock up well and none of the information presented so far suggests that the team has risen to that challenge yet. I reserve judgement, however.
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I am no longer worried about the being a Big Daddy thing, which appears to be awesome.
Now I am worried about Tenenbaum. Why is she there?
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Aah. . . wow. I think it looks amazing. The environments were always the best part of the game for me, and no. 2 looks just as eye-candyish.
–Smiles vacantly–
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At a guess I’d say that Tenenbaum stayed behind to look after any little sisters that weren’t all into the growing-up thing.
Question: it’s been 10 years… how are the little sisters still little?
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You play the original prototype Big Dadddy, who was a lot niftier than the later ones. The fact the original one was so fancy caused problems, apparently, and they decided to simplify.
This is from PCG’s BS2 feature. Or at least, the first two pages they’ve put online..
KG
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Okay, as this is a must-purchase for me I’m officially entering Hype-Avoidance mode. I don’t want to know a thing about the game until I’m playing through it, so I’ll be ignoring anything Bioshock 2 related that appears on these pages. Later, peeps.
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*yawn* It’s so apparent that the player is some sort next-generation super big daddy, i.e. faster but still strong with other bonuses etc. This game just looks boring. The first one was very interesting in theory, but in the end it was just another pipe-run with nice story. If BS2 would supercede it’s predecessor, I will eat my pants.
I Miss System Shock 2 :/
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@catmorbid
Agreed.
While pretty and sporting an interesting story, Bioshock was a scripted run through a very linear sequence of events with same gameplay mechanics over and over again. I got bored after, ahem, one key event where certain person’s family is killed, and never came back.
I miss System Shock 2 and Deus Ex.
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Hmm still not sure whether this is a good idea or not, playing as a Big Daddy is interesting but I still get the feeling its kind of stupid…
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They’re obviously playing it with dual analogue sticks, the big sillys
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That bit where water breaks in and swallows him is better than anything I can remember from Bioshock. And, although I may be just dreaming, it feels from the combat bit that the enemies no longer take absurd amounts of hits to go down.
I guess the project lead’s obvious flair for set pieces may actually make this more interesting that the original for me.
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@Barts
Hahahahahahahahahahaha*cough*hahahahahahahahaha!
Oh. Oh mercy.
You ah, you managed to stop before… well, most of the best bits actually.
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I agree with Barts, they need to open up level design and gameplay. A bit like the levels from the Thief games. The story can still be linear. I expected a degree of open-endedness in the first (with all the claims of it being the ‘spiritual successor to SS2) but was very dissappointed…
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is like watching trained monkeys do an impression of an interesting and thought provoking game
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I liked the original Bioshock, but I was always disappointed that it never really lived up to the promise of those few minutes of promo FMV through the eyes of a splicer dragging a little sister out of a pipe and getting thrown around the room and impaled by a big daddy. There was a wonderful sense of physicality in that video which unfortunately disappeared when you started playing the actual game and it turned out to be another (though excellent) floating-camera-with-hands-stuck-on FPS.
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Looks interesting, and pretty water stuff going on!
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more of the same….until they don’t tell me that they revamped the whole plasmid/tonic system I’m not getting excited on this one. more limiting plasmid system so it has an impact on gameplay, more ways to tackle a situation than shoot crazy splicers in the face and choice in storyline that actually has an impact on the story and they have me on board. I could live with the linearity if the levels would open up and you could circumvent certain fights. but if it seems to play in rapture (or some other city underwater) I don’t think they have the possibilities to open up the levels, more like bubble-hallway-bubble-hallway with an occasional first/2nd floor thrown in. right now it looks like more of the same, should have been an add-on….
since I got burned by Bioshock once, this aint no first-day buy or preorder, not in the slightest. we’ll see if the reviewers can hold back the fanboyish hyperbole this time (also on RPS)
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It’s depressing that a number of the comments so far are about what the game isn’t going to be, rather than what it is or could be. So you want System Shock 2? Go play it then. Same goes for Deus Ex.
Bioshock was a linear shooter (from what I’ve read; I haven’t played it) and so therefore probably its sequel will be too. Half Life 2 is also linear, and people seemed to like that quite a lot, and the don’t complain that it isn’t the next Deus Ex or similiar.
Is there anything wrong with linear games that tell a story well?
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Based on the internet released info, this video and Tom Francis’ revelations in the latest PC Gamer podcast, I am so looking forward to this. Makes me want to play Bioshock again.
Can’t wait to find out the details in the latest PCG. Jordan Thomas be a genius!
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System Shock 2 had a completely linear narrative, and pretty linear level design. Just sayin’.
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Utterly horrible. They’re simply destroying the potential Bioshock 1 had (but didn’t realize but to a tiny amount) and replacing it with utterly boring, generic bigbudget drivel.
Party on, Bioshock 2.
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Quite a few decks in SS2 allowed you to choose whatever route you wanted. Not that it really mattered. A linear game is not always a bad thing.
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dishwasherlove: you’re completely right.Structure’s in no way a bad thing (SS2 got the point of letting you choose which of three items to find first) – the most “open” game I’ve played is Europa Universalis: Rome – and it’s extremely hard to get into…
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Bioshock was a phenomenal game. I think that we just need to trust 2K that they will do the right thing (I mean, they’ve made some of the greatest video games in history :D). Also, although it may look like the environments are more of the same, you have to remember that this is just one location, only two minutes of gameplay, is in the same city, and is designed to Tease, not to show anything radical or new just yet. (that will probably be saved for E3). It IS built on the same engine, and thats not necessarily a bad thing, as the engine itself is unique. (There are so many games out at the moment that use GOW style graphics.) The storytelling is the most important part, and its a bit stupid to judge it this early, as no information has really been released properly apart from on the teaser website.
Don’t say that this game isn’t open-ended enough. Nothing has been said yet!
My advice is to just wait, and see how it plays out. Don’t bash the game when you have only seen a trailer and two minutes of gameplay.
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OMG Y R U PLAYIN AS BIG DADDY?!1!!
I WUNT TO PLAI AS SHODAN >=(
Well, I’m looking forward to it at least.
The guy Jordan Thomas seems more interested in actually making a game than some half-baked commentary on video games in general.
Not that the half-baked commentary was bad.
It just got in the way at the end.
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Uhm Techy: GOW, Bioshock and several other games all use UT3 engine. That’s why they look similar, Bioshock didn’t use an original engine.
Personally I can’t wait for this game as the project lead is Jordan Thomas. Man, that guy has created some AMAZING levels, I really want to see what he can accompish given project lead.
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piphil, I’m not sure why Bioshock makes me wish it was more like Deus Ex…You’re right, I didn’t think that about HL2. And I did play Deus Ex many times through, even until recently.
(I tend to play linear games only once, if I try a second play-through it becomes a chore and I give up very soon)
Maybe its because of some similarities in gameplay mechanics…but after all one was a first-person RPG while the other is more action/adventure.
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Why couldn’t they have tied the first game with this game? Simple idea really without the plot holes.
You just see the first game events from a different POV while doing the same story with a different take. A bit silly to make this ’10 years later’.
Rapture would be flooded by that time, none of the splicers would be alive because they are insane, don’t eat, don’t take care of their bodies. The interactive NPCs who are not insane would have long since gotten out of there. Dumb, weak plot holes.
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I was hoping they would make Rapture look a bit different this time round. Didn’t see much new gameplay except for what looks like an underwater level. But combat seems pretty much the same with a little Big Daddy Melee thrown in and maybe you are a little slower moving about. I’m still hoping for something that clearly sets the game apart from first game. Simply no point in doing the same game twice, y’know.
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I find this plot quite interesting.. so we will be protecting the little girls now?
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@Little Green Man: actually, it uses Unreal 2.5 engine, which is the same as what you see in Unreal Tournament 2004 beleive it or not. They do use some parts of Unreal 3 engine to pretty it up a bit and they also hired a dude especially so he could work on making the water look beleivable. But at it’s core it’s Unreal 2.5.
I’d love to know if they started Bioshock 2 from scratch using Unreal 3. Anyone have any info’s?
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Apparently – well, you get the choice of murdering them for their Adam, or doing escort missions with them to murder Splicers and have her extract the Splicer’s Adam. I reckon their probably making the evil choice by far the more convenient, and the good choice far more inconvenient. We all remember that escort mission, right? (Although proper little sisters are supposed to be almost invulnerable, so it’ll probably be a lot less of a pain.) Still, chances are a lot of the fights will either be stealing Little Sisters from other Big Daddies, or protecting Little Sisters from mobs of splicers.
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Wow, considering how powerful the drill is supposed to be, it’s really anticlimactic.
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Not to cheapen Tom’s preview in the latest PCG, but some info from it:
Apparently the drill has quite a gory animation – obviously that wasn’t apparent in this particular demo.
There will be sections where you are on the seabed (ie: outside) able to look into an area before entering it.
The little sister’s haven’t grown up as such because they’re actually new little sisters that Big Sister has been going up to the surface and kidnapping youngsters…
There’s more of course, but that covers points in this comments thread.
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The linearity of the original Bioshock was the point. I look at Bioshock as more of a commentary on FPS’s; without giving away too many spoilers, a major plot point is that you’re “on rails.” You could say that the plot is there just to justify the linearity, but I think if you read it deeply enough they’re really almost parodying it.
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Watching that clip reminded me of how much fun I had with the original Bioshock. I can’t wait to try this one.
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Bugger it.
Well, Hype-Avoidance lasted about 4 hrs. I blame my subconscious: It’s stronger than I am.
My one wish for Bio2? Feature the Bioshock bug-man who obviously got ditched early on in development. Hes too pretty to leave to the dust of history.
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Austin – you can see whatever you want in any game. BioShock was just pretentious.
Po0py – it’s Unreal 3
AMN: Speaking of the graphics engine, it’s running on Unreal 2.5 right?
Ken: No, we’ve moved to Unreal 3, we’ve done a lot of modifications on top of it
http://360.kombo.com/article.php?artid=7461&pg=3
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@ Austin. That was the most annoying part of Bioshock to me. The way it played out, wasnt revelatory a parody or unexpected. To me it was just the perfect excuse to have it linear and pretend they are being clever when they are just being lazy.
The fact they dont present the player with any other choices, what are they saying?, they arent saying anything.
I dont mind playing on rails first person shooters, but the way it came across in Bioshock it felt like it was laughing at me, it made me wonder why I even bothered playing it.
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Fool me twice…
I’ve just got to post a link to this again:
http://uk.youtube.com/watch?v=JPMiqDqkWn8
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Well, this already looks far more interesting than the utter turd the original one was. They actually understood tat you should be able to use Plasmids and weapons at the same time, thank fuck.
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I dunno. This just seems so…. not good.
So you play a big daddy. But you have the regular powers Adam grants people. Huh? Oh, this is a “prototype” Big Daddy. Well isn’t that convenient!
So I’m looking for Sisters again, taking orders from someone over a radio again, to fight a more nimble version of the Big Daddy.
Sadly I have to say, I kinda don’t care. Keeping an open mind up to release though.
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Austin: “The shitty portion of the game is the point! Who needs game design when we have a ever so important message to sell to idiots!”
This is the sort of attitude that would kill games. God forbid anyone bother to put effort in their construction any more. Not when we can just sell really poor pulp stories with really poor characterisations instead. Because that apparently, is what the people want.
Whatever happened to books or films?
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I was really happy with the way things looked in the video, and someone said they wanted something that really sets Bioshock 2 apart from Bioshock 1… how about the fact that you’re a Big Daddy? I would say that pretty much puts you on the opposite end of the original game, a rather big difference. As for making Rapture look different, in all fairness we saw only a couple minutes of footage and in that time we saw the Big Sister, an abandoned looking area with overgrown roots and stuff, a huge flood and a really nice looking entrance to Fontaine Futuristics, not one of these things are from the original game. Also, there is a change in the gameplay, you can use plasmids and weapons at the same time, and there is a major difference in the way Little Sisters affect the game. Seems like a lot of change to me.
In the video the Little Sister refers to you as “Mr. B” so that is kinda telling maybe, perhaps there’s more to the relationship between this Big Daddy and the Little Sisters than the previous game. Also, it looks like part of the story is going to explain where these Big Daddies came from and what they were before the change, so that is definitely interesting to me. I wonder what that writing on the wall”We will be reborn in the womb of the ocean” is going to refer to? What about the fact that the splicers are no longer controlled by Ryan? Will they all be intent on killing you now? Lot’s of questions and I’m definitely excited for the game!
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“someone said they wanted something that really sets Bioshock 2 apart from Bioshock 1… how about the fact that you’re a Big Daddy?”
But you’re not. They diluted the whole concept of it (which they already did at the end of Bioshock 1) even further by just making you standard-fps-protagonist-with-drill-melee. You’re a Big Daddy in nothing but name.
It really seems like 2K is afraid of actually having their players think about what they’re doing. There’s no consequences to anything you do in the first one – ridiculous “save or harvest little sisters” included. The good variant gave you MORE of a reward than the bad one – where’s the dilemma in that?
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Bioshock was awesome. It’s funny that nobody thinks Company of Heroes is a crap game because it isn’t Deus Ex, though. Bioshock’s a linear shooter. If you don’t want a linear shooter, don’t bloody play it!
I am going to try very, very hard not to pay any attention to the sequel hype so I can see if it’s any good myself. I didn’t see the point originally but some of the ideas they’re coming up with seem to have some potential if they’re done well.
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I liked the original at the time, but I think things might have changed a bit since then. I feel like Fallout3 and FarCry2 have dimmed my excitement for linear corridor shooters.
Certainly the “Ooh I can set fire to things” aspect loses its punch when you’ve set brush fires in the mean time. Also FarCry2′s level of first person immersion with the healing, and general use of physical actions was far better than BS1.
Rapture was pretty, but little was made of it being an underwater city, except after the initial descent it did mean that you have very few vistas. I think Fallout3 created a far more fully realised environment.
BS1 had a stronger story aspect than the other games I mention, but that’s somewhat tempered by the over reliance on tapes for backstory.
All in all, I’m less excited for BS2 than I would have been a year ago.
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There’s some promise there. The original Bioshock was entertaining enough to finish, a rare accolade for a linear shooter to receive from me. It’s no Half Life/HL2 and I understand the disappointment about it not living up to cherished memories of SS2, but taken as what it is it was certainly worth my $20.
This looks like a suitable follow up, and the lore surrounding it seems to fit reasonably well with what’s come before. I’m assuming that, like it’s predecessor, it’ll only be good for one play through, though. Consequently, I’ll pick it up when it’s $20-$30 barring registration/limited install problems (the last one was $15 by the time they’d removed the limited installation drivel).
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I too think the dual-wield stuff is actually pretty meaningful in terms of interaction re: Combos and all that sort of stuff. Certainly a bigger change than – say – Thief 2 did over Thief 1.
KG
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Speaking of combos. One aspect of the console shooter Halo which I really think made for good combos and logical sense was the melee attack with any weapon.
Sure you could switch to a crowbar/wrench to hit someone, or surely you could use your honking metal shotgun butt.
Left4Dead is the only game I can think of which has used that on the PC.
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Isn’t Undying the first shooter that had “dual-wielding” of magic powers and guns? That game was awesome. I was expecting BS to have dual-wielding as well, it was stupid to have the gun in your right hand and not use the left hand for plasmids.
The plasmids were better in Dark Messiah than in BS anyway.
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@JonFitt: Played FEAR? That had melee attack with any weapon (IIRC), and you could also do HtH attacks as well :D
NecroVisioN was also pretty cool in the combo and akimbo dept. – all hail the return of the ‘Mighty Foot’!
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@diebroken Ah yes, I’d forgotten F.E.A.R let you melee. That’s one more.
The hand to hand was good (although it just broken MP IMHO) but it kind of counts as a ‘weapon’ since you basically have to switch to it.
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Every bit as amazing as I hoped. The only “off” portion was the discordant little sister at the end.
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Hmmm… Ok, so a nippier Big Daddo.
But, even so, are they maintaining those static arms in some kind of homage to retro shooters?
Even if the character is more agile, having a bit more animation (e.g: the screw arm swinging) would help.
It just felt like I was looking out of the eyes of a cardboard hoverbot, not a hefty killing machine…
Also, I agree with the sentiments that worry this game might miss all the promises of the original even more. As a ‘spiritual successor’ to SS2, I was horrendously disappointed at Bioshock. It was a good shooter, with some delusions of head thinky grandeur, nothing more…
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You play as a Big Daddy?
Batman, Wolverine, Solid Snake, Soap, Spartan, Freeman.
Mechanics aside, where’s the appeal in playing as a Big Daddy?
Look at Rogue Trooper; a great game let down by a difficult to accept main hero [a lack of humanity and familiarity being big factors in that].
I hate playing games with a hero I can’t identify with.
You sought of play them dissociatively.
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@DK
You still are a Big Daddy, albeit the “original” one which has a bit more scamp to his trot. In terms of story, it changes quite a bit. The lumbering Daddies were exciting in the original game because it was this sort of horror movie foreboding build up and the realization that… oh crap, at some point I will have to kill him, and I hope a stray bullet of mine doesn’t graze his massive frame. That doesn’t really work though in terms of “Now I’m the Big Daddy”, especially when there’s no protagonist running around waiting to kill me. Also, again, we have yet to see any cohesive gameplay, until that point, we have no idea what to truly expect. Not even my opinion of “this game is awesome” has any verifiable veracity to it. For all we know, I might hate this game and you might love it.
I would say that the harvesting really only affected the early stages, it was a question of (to put it in RPG terms), do I want to gain 5 levels right now, or wait and be slightly weaker and then gain 6 levels later. And feel warm and fuzzy. I’m unfortunately a ridiculously virtuous paladin type when I play any game, I would rather be a quarter as powerful as long as I make the “good” choice. I can’t live with myself.. killing those lil’ ones.
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Radiant, we only assume that Big Daddies don’t have any sort of humanity to them, but there are a lot of truly unanswered questions in that regard. Obviously they were once human, is there a way to regain that? Mabes.
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Man, I had forgotten how divisive Bioshock was. Let’s just hope no one mentions the p-word.
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p-word?
plot?
p’ojectivism? :)
at this very early stage, this looks neat.
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Don’t get your hopes up – this is a sequel, and it’s NOT done by the company that made the original. Expect a similar, derivative game reusing all the same weapons, plasmids, level bits, effects and monsters…
Which is exactly what this video showed.
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Yeah, seriously. That rivet gun is so overused. I also hated the water level from the first game. D-umb.
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i’m not a dopamine receptor junky like many enthusiasts so novelty is not my heroin of choice. neat is good enough for games work, ya know?
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Never mind that the guy who designed the level that most people thought best in the original Bioshock, never mind missions such as Thief‘s Cradle, has the lead on this project.
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Jordan Thomas is the best man for the job, undoubtedly. I was extremely happy to hear he was at the helm.
It sounds luscious. My only reservation at this stage is how… well, the same it looks. I like my sequels to have a bit of change involved.
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“Don’t get your hopes up – this is a sequel, and it’s NOT done by the company that made the original. ”
Yep. Not done by the same company. Just the same people who worked on the original who still wanted to work on Bioshock 2.
ffff.
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@Thirith : I wonder if Jordan Thomas ever played Condemned: Criminal Origins (the serial killer ‘Match Maker’ leaving victims with mannequins and masks in tableau vivant, for BioShock’s Fort Frolic inspiration), or watched 13 Ghosts (for The Cradle – the ‘Jackal’ ghost: http://www.burgessweb.com/shawn/horrorfind/Evil%20Scarecrow%20and%20Jackal.JPG – the one on the right, alternatively: http://images.epilogue.net/users/stevenadams/offspring_of_hammer_and_jackal.jpg)
;)
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@diebroken: He may very well have, but that doesn’t change that the implementation of those ideas was masterfully done.
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“I was expecting BS to have dual-wielding as well, it was stupid to have the gun in your right hand and not use the left hand for plasmids.”
I believe that this wasn’t the original intent for simultaneous plasmids vs. weapons as the project started, but as development went on, the logical conclusion became obvious. Unfortunately, it was too much work to overhaul toward the end. Instead, as a compromise, there was very fast switching between plasmids and weapons (effectively the same as being able to see both), so you couldn’t *quite* fire things simultaneously, but you could atleast switch back and forth without too much of a headache.
Having both hands on display brings with it a much more pronounced affordance of combo-ing (as well as enabling true simultaneous firing). This may well encourage people to play with the weapon/plasmid combos a bit more, which is a good thing. If you weren’t using it inventively in Bioshock 1, you haven’t played Bioshock 1… not that you shouldn’t be allowed to play a game in a boring way, but hey… that’s the flipside of freedom: Freedom to be dull.
If Bioshock 2 continues to riff on the aspects of the original which worked, I’ll be really happy. There was definitely a good shooter going on in Bioshock which could be over the top excellent if polished up in the direction it’s naturally trying to take itself.
I hope that further finding its feet will means that it will be able to step out of the shadow of its antecedents as far as the angry internet men are concerned, but I doubt anything will change the rigid perspective that every FPS RPG ought to be a re-skinned Deus Ex or System Shock 2, warts and all.
I fucking hate Bioshock comment threads and I hate myself for posting in one.
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I very much hope that Bioshock 2 has better pacing than the original, allowing you to appreciate the environment, as well as a working stealth system. If I could have played the original game as a stealthy character, I would have liked the game so much more – and it would have worked for the game IMO.
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The previous version of this comment got eaten by the spam filter, which means I can edit for brevity! First, I’m glad to see that the “human” models in the sequel seem to be much improved over the original. Hopefully they’ve implemented a less capricious method of switching between plasmids/weapons – the PC version was pretty bad in that respect with the weapon-number key assignments changing almost randomly.
Also, I’ve convinced myself that Rapture’s advanced biotech is what caused the divergence in history that leads to the Fallout universe. At least it explains the similar soundtracks. :D
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@Thirith: No doubt there – Shalebridge Cradle (and The Clocktower, as being memorable for me) was wonderfully crafted. :)
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Hmm, what a stupid idea.
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“Never mind that the guy who designed the level that most people thought best in the original Bioshock, never mind missions such as Thief’s Cradle, has the lead on this project.”
Then he seems to have forgotten basically everything about that – you can’t have a scary, or even creepy experience when you’re a spell-slinging (Dark Messiah did it better by the way), drill-armed, metal plated hulking boss character.
The Cradle worked because Garret was utterly helpless.
Fort Frolic worked because the player was reduced to being a toy of what might as well have been a (very localized) deity.
Chasing scary Big Sister/etc. doesn’t have the desired impact when you’re a more badass character than what you’re supposed to be impressed by.
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You’d have to have really enjoyed the moment to moment play of the first one to really like much in that clip, I think. Since I didn’t …
The possibility of swimming in the underwater game is interesting I guess.
(Kieron’s incorrect to suggest that sequals tinkering with a formula respresents progress. Shooters run on that sort of gimmick. Thief wouldn’t have benefitted.)
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Hmm… An Original (Big Daddy) running around fighting a superior New (Big Sister) while simultaneously taking out Lesser deviantions (of the Original Big Daddy.) It’s almost like they could be doing a whatcha-ma-call-it? Metacommentary on Sequels.
And it’s done by the dude who did the best level in the original game? On a new improved graphic engine?
How about giving them a fucking chance, before you blast it all to hell?
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The most radical beliefs are often fueled by ignorance.
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“How about giving them a fucking chance, before you blast it all to hell?”
See, that’s a great concept in theory. In practice, you have to augment it with something called history and previous experience.
They failed to make Bioshock live up to a game released in 1999. They’re published by a company known for pumping out generic and inferior sequels. The original team, or the entirety of it, is not doing the sequel. Everything they’ve shown so far is a decent, if a little stale, ARG, a main character concept that just screams “we have no imagination” and the same tired FPS footage (with bad animations).
Giving them the benefit of “let’s just wait and see” doesn’t quite apply.
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I recommend this interview with Ken Levine as a good read:
http://au.pc.ign.com/articles/556/556421p1.html
It just oozes broken promises and false statements.
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I found BioShock to be a very good game, but to hugely waste a lot of potential. I played it for the atmosphere and the plot – to me the gameplay itself was fairly generic, and I never really found much scope for messing around with plasmids in any intersting ways. Not that I didn’t try, but it just never seemed to work out, and the most I really did was fire -> they dive in water -> electrocute.
I’m not sure about the Big Daddy angle. It seems somewhat pointless to do that if you’re then going to make the character pretty much the same as the original’s protagonist. I’m also unconvinced by the setting; after ten years there shouldn’t be anymore splicers and I would wager that without regular maintenance an underwater city would quickly fall apart, nevermind in the aftermath of a civil war.
Still, that underwater bit looked really interesting. I’ll wait and see.
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Now who’s jumping to conclusions. Everything that seems derivative is actually self aware postmodern genius, of course.
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I swear. This site has the best games journalism you’ll find, but the majority of the commenters are snobs. The kind who only like movies where the dialogue is spoken in a language that’s been dead for 1500 years, read the New Yorker, only listen to Radiohead, and/or live in Seattle.
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Is wanting a game that the developers themselves claimed to be the (spiritual) sequel to a previous game to atleast live up to the baseline features of said previous game snobbery?
They managed to fall short of a nine year old game. In computer gaming terms, that’s several lifetimes.
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Who cares if the developers didn’t do everything they said they were going to do. It was still a fun game, and (cue angry internet men) better than SS2.
You can’t deny that the art direction and atmosphere were AT LEAST on par with SS2. The combat was much, much better–as in actually fun. SS2 I played solely for atmosphere and story. The only thing that I thought they should have changed back was the real-time hacking and whatnot.
What baseline features of SS2 did Bioshock fail to pull of?
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I fail to understand all this hype around SS2.
Granted, I’ve only played the first few hours of it, but the gameplay is hardly more advanced than Bioshock’s. The only thing I think could be considered a “step down” is the number of abilities you could have active on your character at any one point in time, and depending on who you ask, that’s not much of a concern at all if the abilities you do get have just as much impact on the gameplay.
I also fail to see how System Shock 2′s story is in any way superior to that of Bioshock’s. If you’re going to call it trash that’s aspiring to be gold, I can say the exact same thing of SS2′s. Out-of-control sapient computer creates a race of aliens but makes a miscalculation and finds someone to fix the problem for her, but ends up miscalculating yet again and being destroyed by that someone.
Really, you can simplify any kind of plot to that level and make it seem less-than-impressive. I just can’t wrap my head around it all. What was done so poorly about Bioshock’s narrative that warrants such hate? I am utterly confused.
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It’d be nice if it was scary now and then -which would probably mean the combat would have to be less… well, I don’t know what to call it since it wasn’t fun. Let’s just stick with ‘less’-. Decent sound rendering wouldn’t hurt engine (Dark Engine still largely unsurpassed there. Not for want of technology, but for want of giving-a-shit I suspect).
Anyway, snobbery? Yeah Bioshock was always holding itself out as an everyman/average working class joe sort of game and shouldn’t be held to any higher standard.
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My jaw dropped at the water crashing through the glass. Stunning.
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@the probe and @Zyrusticae : I think you should try reading Sam Jeffreys (Hydra9) review of BioShock, he seemed to convey what I at least thought about the game (although I would have rated it a little lower):
http://www.mobygames.com/game/windows/bioshock/reviews/reviewerId,33/
And yes, I understand – it’s just a matter of opinon (cue quote from Dusk Till Dawn) ;)
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Why is “DK” gradually trolling this thread? Yes, we know that it has broken some promises, but you don’t need to go on about it. So did Fable, are you going to complain about that?
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How could you see SS2′s story wasn’t better when you have only played a tiny amount of it?
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“So did Fable, are you going to complain about that?”
Gods no, I haven’t played Fable, nor have I paid attention to it’s pre-release hype. Plus, does ANYONE actually believe a word that Molyneux says anymore?
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“You can’t deny that the art direction and atmosphere were AT LEAST on par with SS2.”
I’ll absolutely agree with the Art direction. It was a really pretty and, in my opinion more important, cohesive looking game. But the atmosphere, oh the atmosphere…
It was on par with the art direction for about one of the sections, perhaps two. It broke down completely after the medical section, came back with a vengance in Fort Frolic and died a painful death again the moment you leave the bathysphere after it.
They also completely failed in making the atmosphere convey something about the people in Rapture (Fort Frolic excluded) – there’s no non-spliced up monsters in Rapture. Bar one pair, which many people I’ve talked to don’t even know because they shot them the moment they saw them. Quote: “Every other person was an enemy”
In addition to that, the age old shortcut of not giving the player a reflection destroyed so much potential (and seriously – it’s filled with water and you have no reflection? are you playing a vampire?) – the player can pump himself up to the hilt with plasmids (why doesn’t he end up a splicer, much less looking like one?) and even turn into a Big Daddy, complete with drill-to-the-throat. After being explained for the entire game that Big Daddy transformations were permanent and the people inside were barely qualifying as human anymore – the player is just fine afterward.
Bioshock is a decent game. Hell, it’s a good game. It could have been brilliant, had they put a little more thought and time into it, both of which seem again to be missing in the sequel.
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Bioshock seems to be DK’s ex girlfriend.
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Muzman: I don’t believe I’ve ever said change is actually good. It was my way of noting the “It’s the same” argument is plain nonsense – both in terms of saying significant change was required and noting that there *is* more change in key mechanics than other sequels.
Couple of notes:
I can’t believe the gentleman upthread included The Spartan Master Chief as a relatable character. He’s just a big bloke in a suit. I’m suddenly reminded of arguments people had before Halo came out about whether having such a literally faceless character would make people not buy into it.
For the record, the Cradle was co-designed by Randy Smith and Jordan Thomas. I did say that in my feature on the bally thing, but it’s something people always seem to miss.
KG
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@DK, Well, I did mention that it was being headed by the guy who made the greatest level in the old game. Which I would argue was enough of an argument in and of itself. I do agree with the criticisms of the old game, but I guess I wasn’t too into the hype to begin with and I never played SS or SS2, so I had no investment in the game, when I first tried it. I found an excellent, if a little deriviative, FPS with a fantastic art design and just a fun game. And personally, I’ll always give a little leeway, if the art design is different and interesting. It’s probably why I dislike Crysis so much. Mediocre game with subpar art design.
The hype backlash is getting ridiculous. People are acting as if the first Bioshock was the Phantom Menace of videogames. It wasn’t that bad. At worst, it was a solid B-game.
I’m not jumping to conclusions, I’m speculating. I’m not judging the entirety of the game based on two minutes of in-game video and what little information we have at the moment. I’m saying: considering that the first game did a meta-commentary on the linearity of the FPS, I don’t think it’s a stretch that the second one could be riffing on the Anxiety of Influence/Sequel dread. Sure there’s always the danger of falling into the exact trappings, that you are commenting on (like in Bioshock One,) but that doesn’t mean you should exclude the possibility, that there might be some actual thinking behind the design. But I was talking about the story, not the actual game part.
But again, like everything in these commentaries: It’s all speculation. We haven’t got the game. We haven’t had reports from anyone who played the game aside from the developers, so all we can do now is speculate. And speculate poorly. Let’s not dress our speculations up in invisible clothing and judge the merits and demerits of the game.
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Solario: I won’t comment on Crysis’ gameplay, I understand some people can’t figure out what to do with freedom.
But saying it has subpar art design is wrong.
First, realism is an art style, which can produce incredible landscapes – as seen in Crysis. It looks so natural you’re actually taking it for granted and don’t analyse the various aspects of the scene.
Second, the alien ship and alien creature design would make Giger proud.
I find the biomechanical design of the Crysis aliens more interesting than the art deco of BioShock.
I also find Gears of War’s baroque/art deco hybrid more interesting than BioShock’s. Sure, it’s mostly grey and depressing, but Sera was reduced to a stage that can be accurately described as “Berlin, 1945″.
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Eh. I never really got hooked into Bioshock myself. I suppose i’ll pick it up when it hits the steam sales like with Bioshock (Which i got for £3.99! What a steal!)
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Sweet, I’ve got to be the only one here who 1) has never played System Shock 2, and 2) also wasn’t super impressed by Bioshock.
I loved the setting, I loved the art style, and I really really looked forward to it pre-release.
Then I bought it, played for a couple of hours, and eh, it just didn’t really click for me. Like DK said, the atmosphere didn’t really work. It was supposed to be an amazing wonderland gone bad. But what it felt like was more of an underwater obstacle course. It felt more like sneaking into a movie set while everyone are off on their lunch break, than moving through a derelict *world*. I just didn’t get the impression that anyone had *ever* called it home. That it had ever been more than scenery erected for my sake. The world just didn’t seem convincing to me. It looked sweet, sure, and the concept was awesome. The game just didn’t really manage to present that concept to the player.
Add to this that combat felt clunky and awkward and for whatever reason, the game seemed to cry out for more open-ended tactics (similar to Deus Ex).
Half-Life was a FPS, and combat was all there was to it. Everything in the story and the universe is based around the assumption that Gordon Freeman is badass with a crowbar.
I never expected anything more, and it delivered.
Bioshock *felt* like you should be able to sneak past enemies or otherwise avoid combat.
And yes, of course all this is based on the couple of hours I played. It may have transformed into an amazing experience that delivered on all fronts after I put it down. I can only speak of the parts I saw.
And no, that doesn’t mean I think BS2 will suck. So far it looks like it follows much the same recipe, which might be a good thing. If they can tighten up the combat a bit, and make the atmosphere a bit more convincing, they’ll have a really good game. I don’t think they need to change anything fundamental to get me hooked. Just polishing those few aspects a bit would probably do the job.
Eh, completely misses the point. There’s a big difference between “figuring out what to do with freedom”, and not *wanting* freedom in a game. We’ve all got plenty of freedom, we can just go outside, and no game designer is able to hold us back. We play games because they do *not* offer freedom, because they offer the experience someone decided to offer. “Freedom” in games is, and will always be, limited. That’s what makes it a game. If you remove all the rules and constraints in order to offer actual freedom, you no longer have a game.
By the way, “realism” is not an art style. An art style kinda has to be a single style that all the art aims for. Realism does not do that. Different parts of the real world have nothing in common stylistically. Crysis may have had an art style, but if so, it was more than just “realism”.
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@Solario, I actually think Bioshock was a Solid A-game (whereas something like HAWX would be an okay/good B-game)
I also understand your stance on giving leeway when the art style is good. It’s just that the incredible art style contrasts the horrible issues in atmosphere and gamedesign even more for me. Bright Light/Deep Shadow kind of thing. Especially with the pre-release promises. If it wasn’t for the developers (and the developers history) setting such a high standard, the issues when they fail to meet that standard probably wouldn’t be so glaring.
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I don’t think having the choices of either A. Sneak around or B. Kill are granting the player that much freedom. Sure it’s a binary choice, but it’s no more than that. It’s like when people complain that in Roleplaying games you can only either play a complete asshole or a goodie two-shoes. It’s kind of unintersting, not having more than those two.
“Freedom” in games have to mean something. It has to be interesting and exciting. I don’t think Crysis really accomplishes that. The story is lacking, the design unimaginative (except the snow part really), all the human enemies look the same etc. It’s realistic, but it’s also really lacking creatively.
I just don’t see the point of a lot of FPS games, if they’re just going to reproduce reality; especially if it’s the same Office Space/Jungle/Sewer/Warehouse reality.
But my mind is clearly getting muddled by the hour. Thanks for an interesting discussion, guys.
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How could you see SS2’s story wasn’t better when you have only played a tiny amount of it?
By distilling it into a short little summary created by those who have actually played through the entire game?
Frankly, I can’t stand people who hark on “story” in games as though it’s all-important. Diablo’s story is complete, utter tripe, but I don’t see anyone whining about that (rather, the whining tends to be more focused upon the repetitive gameplay). But, I suppose it is unfair of me to try to compare the two when I’ve only gone completely through one game and not the other.
Still, can someone actually explain to me what was so bad about Bioshock’s story, especially in comparison to SS2?
I don’t think having the choices of either A. Sneak around or B. Kill are granting the player that much freedom.
Urgh, not this again! I’ve already gone over this before, but your choices in Crysis are far more granular than that. As Crysis is an action game, your choices are focused on how you proceed to execute the enemy. Speed into the throng and knock them all down, strength mode to K.O. them with a single blow, toss a grenade into the back of the HV, etc., etc. Saying the game’s choice consisted entirely of “Sneak” or “kill” is completely unfair, especially considering it’s an action game where you’re pretty much expected to kill the enemy through any means necessary.
But enough about Crysis. It really has no place in a conversation about Bioshock and its particular shortcomings. (Speaking of which, I’m bowing out of this one. I like to try to retain at least some of my hopeless optimism…)
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This game is complete rubbish if it makes any design decisions I disagree with!
But seriously, I’m looking forward to this. Bioshock was a blast. Initially, I was a bit bored with it. In the first 20% of the game, it gave me a world that tried to present itself as real but just came across as gamey. Super powers, super power vending machines, little sisters, big daddies, shoot-on-sight enemies. Much of the immersion in the world was hurt because none of it was really explained till much later. Or if it was explained, I must have missed it, because I remember wandering around, wondering why and how I’m killing big daddies and extracting some inexplicable substance from their charges. What’s more, I’d played System shock 2, and was perhaps one of the few people to have been a bit bored by it (in fact, I preferred the original) and this felt like a straight-up rehash of the same mechanics.
But then later, I went with the flow, stopped trying to pigeonhole the experience and accepted the thing on its own merits. I think it was around the time of the “would you kindly” revelation that I realised that it’s probably one of the best and most amazing things I’ve ever played, and if you categorise it as a linear shooter, it stands head and shoulders above legions of uninspired games. But I emphasise it started being good when I stopped trying to place my expectations from my past experiences on it. (I think I was fortunate also in that I didn’t follow previews or hype about the game before it was released, so I went in a virgin.)
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But Spartan is sort of my point.
I’d go so far as to say that the Spartan turned out to be as successful a video game character because he was faceless.
You could fill in the blank with whatever you liked; relatability turned up to 11.
Would Spartan have been so iconic if he was featured as a scarred faced generic angry man?
Hardly.
Not many if those featured on the side of a bus.
I’m not belittling the devs hard work, I really want bioshock 2 to be good.
I just don’t want to be a big lumbering oaf.
I want to be a human discovering horrific things like I did in the first game not some drill handed killing machine; that’s a different game.
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But we’ll see innit?
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Bioshock was a game that went on a little too long, the last couple of levels particularly were disappointing. So far this looks like more of the same game that had outlived its appeal. I hope the next video reveals a bit more depth.
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It just seems so… needless.
I don’t think I’ve seen a follow-up stick so closely to the original since Doom 2. Actually what it really reminds me of is Half-Life Opposing Force. Quick, here’s another dozen levels with the same assets and an awkward, stitched-together reprise of the original’s (already thinly spread) plot.
Still, it would just need a couple of tweaks in the right place to change the style of the gameplay considerably from Bioshock1, and it certainly sounds like they’re trying a few things.
As for the Bioshock linearity issue: that didn’t excuse the fact that there were no secrets, scant amounts of text, and little interaction and malleability in the environment. I’ve played games of HeroQuest with more interesting maps than most of Bioshock’s decks.
The developers should’ve been made to play through Metroid Prime (at the very least) instead of assuming that their creaky 1990s design conventions (hacking turrets! spamming area of effect spells! rubbish guns!) would still fly.
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Wow. Some people are so quick to judge a 12 hour game based on a minute or two of footage.
The game’s called BioShock 2. Not Rupert Trumpington’s Fruit Basket Delivery Challenge. Some similarity with BioShock is to be expected. I trust Jordan Thomas’ team to deliver something that walks a confident line between the familiar and the unknown. If you want something radically different, then sit it out and wait for the next bus.
Naturally, those whining the loudest will also be first in line to pick up their Little Sister Collector’s Edition from Best Buy at the stroke of midnight.
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The developers should’ve been made to play through Metroid Prime (at the very least) instead of assuming that their creaky 1990s design conventions (hacking turrets! spamming area of effect spells! rubbish guns!) would still fly.
Considering the game’s reception, I’d say it *did* fly.
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I’ve said it before, and I’ll say it again.
I was unimpressed with System Shock 2.
My prime complaints are
1)It was clunkly
2)It was absolutely broken against someone who tried to mostly go with non-combat skills
3)The weapon degradation was ridiculous
4)It was pubescent-penis-in-a-stripclub hard to find your way around(It’s the same guys who made the Thief games, how did they fuck that up?)
Now, before someone tries to say that Bioshock didn’t even give you the choice of non-combat skills, I’d rather be given no choice than spend hours playing a game only to realize I was fucked because *they didn’t figure out that some of us thought this would be useful.* (This is pretty much my same opinion on 3rd edition and 4th edition DnD)
Also, why the hell does *every* shooter have to be the next Deus Ex?
No one hates on Half-Life for not being a corridor shooter with superb story-telling, so what’s wrong with a corridor shooter with superb storytelling, plus light RPG and exploratory aspects?
Bioshock was an *amazing* game. In my honest-to-fucking-god opinion, it’s right up there with Valves work.
Well, 2/3rds of it, at least.
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Sorry for the double post, but one last thing.
What’s up with the comments that basically equate to “THIS IS TOO MUCH LIKE A THING I LOVED IN THE FIRST PLACE!”
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@Mark Stevens:
Any game called “Rupert Trumpington’s Fruit Basket Delivery Challenge” would be friggin’ awesome. I’m serious.
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I can give you one angle anyway. I’m not one who’d say Bioshock’s story was bad per se, mostly it was quite the reverse. It’s plot kinda fizzes out after half way but the bulk of the story and setting are the best things about the game. It falls short of SS2 in how it’s told though. SS2s story is told more subtly and in a more open ended way, with a lot more characters and a lot more world building. The ‘found audio’ storytelling method works a lot better in the that case. Bioshock’s seems almost certainly trimmed for ease of comprehension.
Lack of scope is generally Bioshock’s biggest failing. Rapture seems like a very small place with very few people (apparently running a thriving free market economy. If that was really the plan, as an economist Ryan makes a great geothermal engineer). It could fit snugly in the Von Braun. A linear Half-Life 2-ish game is indeed no bad thing done well, but Bioshock’s only that because it backed away from larger ambitions in open ended gaming (they should have dropped ‘shock’ from the name and called it Rapture or something). The collision of the linear shooter and the ‘immersive sim’ here only serves to highlight the failings in both styles instead of being ‘shooter 2.0′ (yes Ken, you may never live that one down).
Anyway, SS2 story might have more scope in the telling but even that is topped by the original System Shock. Hand holding and exposition is a stranger to that one, and damn it’s good.
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re: narrative possibilities of playing a Big Brother
You’re one of the first of your kind: old, broken, and obsolete. You’re lost in a place that’s now entirely foreign to you, and you’re not fully who you used to be; you were a person (at one point) and you volunteered for this, but you can’t remember why or understand what’s happened since.
Worse, you’ve lost your purpose. You’re a guardian, and your charges have grown up, disappeared, or fallen under the sway of your new, sleek, and powerful replacements. So you’ve got a choice: reclaim your humanity, abandoning your place in the world you know and understand, or abandon your purpose, leaving innocent people to drown in your lost city. Which do you choose?
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Yeah, I wish BioShock was more like SS2 or Deus Ex. Nobody’s saying every shooter should the “next Deus Ex”. Just BioShock, because that’s what they made us think it would be, and there hasn’t been a “next Deus Ex” since the first Deus Ex. It promised to be something that people have waited for years, and it was nothing of the sort. Compared to SS2 it WAS linear, less complex, did lack meaningful choices or character development, had sparse backstory, used a poor interface, was extremely action-paced, was unimaginably easy (possibly the easiest FPS ever made), and not scary at all. Nobody would complain if wasn’t supposed to be a successor to System Shock. Now, with the way BioShock turned out, there may never be one. So yeah, people are going to be a little bitter. Especially when people say “why don’t you go play System Shock 2 if that’s what you wanted”, as if we haven’t already played it countless time over the past decade, and continue to play it.
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@Psychopomp:
I was unimpressed with System Shock 2
Does that mean you were unimpressed with SHODAN? :P
1)It was clunkly
Do you mean the Dark Engine, or the graphics/animations, or having to switch between GUIs, or…?
2)It was absolutely broken against someone who tried to mostly go with non-combat skills
You are a soldier, trying to survive – you should have at least one area of combat expertise. You can still sneak/lean around, listen carefully (Dark Engine – I still love thee).
3)The weapon degradation was ridiculous
I didn’t really mind this, you just have to learn to repair/maintain your weapons. It also provided for some tense moments.
4)It was pubescent-penis-in-a-stripclub hard to find your way around(It’s the same guys who made the Thief games, how did they fuck that up?)
As with most games/levels it just takes time to memorize. Some sections weren’t the prettiest, but it did feel like being on board a ship(s), in outer space, alone.
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@The Probe
> What baseline features of SS2 did Bioshock fail to pull of?
An inventory system not overly simplified for console use ?
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If you purposefully tried to avoid combat skills, you might be approaching it the wrong way. Aside from choosing my career, I’ve always picked which skills to use based on my current needs in the game. If I found I needed more combat skills, I’d pick some out. There are enough cyber modules and different skills that you can afford to make some mistakes on the easier difficulties. You might have to pay for some of them, but that’s necessary. It seems to me that when you “say yes to the player” (BioShock’s design mantra) too often you make it impossible to make any mistakes at all, and all the choices become meaningless. In BioShock I was able to use almost any plasmid I felt like, I could use every gun, and there was always enough EVE or ammo around. The only reason I didn’t hack everything in the entire game was because I was sick of playing the minigame. Not only did this kill the replay value of the game, it turned Rapture into an amusement park as opposed to the intense survival struggle on the Von Braun. You couldn’t even die. It didn’t even matter what you chose to do with the Little Sisters outside the ending FMV and a few lines of dialog from Tennenbaum. “We all make choices, but in the end, our choices make us.” It’s a great quote from Andrew Ryan, but also a broken promise from BioShock.
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Anyone ever play a game called Bioforge by Origin Systems. Was it a System shock/Bioshock precurser?
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@Broken
Of course SHODAN blew me away.
1)I meant the thing as a whole felt clunky, and it’s nothing against the Dark Engine. I *adore* the Thief games, and I felt they played just fine.
2) That’s not a good excuse, if your going to give someone non-combat options, and not guide them away from putting everything into, make them viable. Deus Ex, Fallout, and Planescape:Torment all did these swimmingly.
Also, sneaking was damn near impossible, what with how many enemies were thrown about. Penumbra, this is not.
3)It’s infuriating when I just fucking repaired that crap and it’s broken again
@Irish AI
Why does an FPS-RPG automatically need the grid? This wasn’t Invisible Wars hellish mess, this just meant that you couldn’t save up obscene amounts of chips and soda.
I hear people bitch about the use of mini-games all the time, yet I never hear *anyone* complain about the completely luck based hacking and repair in SS2.
I hear people complain about Bioshock’s linearity, but last I checked almost every shooter held up on a pedestal, bar Deus Ex, was just as bad.
I think you’re all just giving SS2 a free pass. I hate using this phrase, but it’s the rose tinted glasses talking. It hasn’t stood up well.
“Yeah, I wish BioShock was more like SS2 or Deus Ex. Nobody’s saying every shooter should the “next Deus Ex”. Just BioShock.”
And therein lies the problem. Judge something on it’s own merits.
Streamlined=/=Worse
Team Fucking Fortress 2.
End.
Of.
Point.
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“If you purposefully tried to avoid combat skills, you might be approaching it the wrong way. Aside from choosing my career, I’ve always picked which skills to use based on my current needs in the game.”
I went with non-combat skills, because I just got off of Deus Ex, and Fallout, and thought “HEY THESE COULD BE USEFUL!”
I don’t relish having to restart a game, because I pumped to much into some marginally useful skills, and gimped myself for the rest of said game.
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@vicx:
It didn’t really have anything to do with Bioshock or System Shock plot wise to be honest, it was more of a third person adventure rpg with combat. There were similarities in the fact it was quite an adult game in plot, you can probably get it off ebay and run it in DosBox, i’d recommend it, its very good and often forgotten.
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In fact it abandonware, top drawer http://www.abandonia.com/en/games/1030/Bioforge.html
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Why would you restart the game? You weren’t gimped for the rest of the game, not at all. I’m just curious, because if you found the skills marginally useful, why did you keep putting so many points into them? There are lots and lots of cyber modules to get in the game, there were times where I had over 100 of them. You could have gotten some combat skills. And it’s not like you wasted the points on non-combat skills, because they become increasingly useful as the game progresses. Maybe the Repair skill is useless, but that’s about it. Hacking, Maintenance, and Research are all skills I invest heavily in every time, and it works out really well for me. It’s a hard game. SS2 was also much less linear, especially in Hydroponics, Ops, or Recreation. The only level in BioShock where I felt like I was really exploring was the Medical Pavilion, where I actually felt a good bit of System Shock influence when I played. Regarding the minigames, I do prefer the hacking in SS2. It may have been completely luck based, but I prefer that to BioShock’s pain in the ass Pipe Dream game that you’re forced to play ten million times.
“And therein lies the problem. Judge something on it’s own merits.”
I never said BioShock was a bad game, or empirically worse than SS2. But we were told “GUYS THIS IS THE SPIRITUAL SUCCESSOR TO SYSTEM SHOCK”, and there was Ken Levine on TTLG personally saying that it was just as complex, and it was the deepest game he’s ever made, etc. And from that perspective BioShock is a failure.
“Bioshock was an *amazing* game. In my honest-to-fucking-god opinion, it’s right up there with Valves work”
It is, in my honest-to-fucking-god opinion as well. But it’s no successor to System Shock. And maybe that might not be so disappointing, if there was some other game to fill that role. But there are none. The closest we have is STALKER, but that game has it’s fair share of serious flaws, despite being one of the best games in recent memory. Maybe Fallout 3, as well.
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@Pomp:
1)I meant the thing as a whole felt clunky, and it’s nothing against the Dark Engine. I *adore* the Thief games, and I felt they played just fine.
Thief 1/2 did feel smoother, but then again SS2 used a modified version of the DE (did Thief 2 use Thief’s version of the DE or SS2′s?)
2) That’s not a good excuse, if your going to give someone non-combat options, and not guide them away from putting everything into, make them viable. Deus Ex, Fallout, and Planescape:Torment all did these swimmingly.
Also, sneaking was damn near impossible, what with how many enemies were thrown about. Penumbra, this is not.
It’s pretty obvious from the training section/intro simulation to SS2 that you should be inclined to specialise in an area of combat. DX was released after SS2, and it’s a different game in many regards – thanks Warren Spector! :) If DX had used the DE (viable for it’s size/scope?) I think it would be my no. 1 game.
3)It’s infuriating when I just fucking repaired that crap and it’s broken again
Invest cyber modules in repair/maintenance for longevity, or just use the Psi-amp and/or melee weapons. Weapon degradation is a lot worse in FC2 than SS2…
Variety in the hacking/repair minigame in SS2 would’ve been nice as featured in SS1.
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“Maybe Fallout 3, as well.”
At the risk of sounding like I belong in NMA, it was more like Oblivion 2:Hooray for Headshots.
BUT THAT’S FOR ANOTHER COMMENTS THREAD!
“Weapon degradation is a lot worse in FC2 than SS2…”
I didn’t even know weapons degraded in FC2.
“You weren’t gimped for the rest of the game, not at all. I’m just curious, because if you found the skills marginally useful, why did you keep putting so many points into them”
I was under the impression that they were only marginally useful, because I hadn’t leveled them enough, and by the point I realized that I was wrong, and repair was useless, and hacking only got me extra ammo every now and then, it was impossible to progress because a long maze-like series of corridors, in which stealth was impossible, effectively halted my progress.
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@Psychopomp: Not only do the weapons in FC2 degrade, but they also jam (which adds tension and looks great), misfire (which can be funny – e.g. RPG goes crazy), and break (whereby they completely destroy themselves).
One of the most annoying things about FC2 (imo) was the fact that you couldn’t repair/maintain your weapons (not even in a safe house), but you can repair any type of vehicle with just a wrench(?)
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Hacking is just about the most powerful skill in the game and makes it a breeze. I feel like a cheat when I use it. Geez, with it you can be invisible to the security system, turn defence positions on the enemy, get everything cheap or free and so on.
A long mazelike series of coridoors? Is that in Engineering? You’d want to have gotten further than that before quitting.
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@Oak: Bioshock’s critical reception is not something to be celebrated. Most of those 10/10s were in love with the idea of a game that lets Xbox 360 owners feel smart while still shooting things.
Give me a game with so-so review scores and appeal that endures beyond the first two thirds of the first playthrough over Bioshock any day. And I liked Bioshock.
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I thought it was extremely weird how Bioshock took place in an underwater city yet you only ever swim at the very beginning of the game. It looks like they’ve at least changed that.
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@Diebroken
I have Far Cry 2, I just never noticed and degradation.
Or weapons destroying themselves. I love a misfired RPG, though.
@Muzman
Oh, I restarted at that point, fully decked out for combat.
I wiped the floor the game, from that point on.
Also, yes, I do believe it was engineering.
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I never completed SS2. It got a bit wank towards the end of the Rickenbacher, and I heard nothing good about the Von Braun…
Hangon. Whichever way round that should be.
But yeah, the parts I played (a few times up to that point) were awesome.
SS2 was rushed though, the devs admitted it, it was not a perfect game.
BS was easier to get through, a bit slicker, and the plot was good. However the sense of place didn’t hold up. The ships in SS2 fitted together. In BS I went in one door and teleported somewhere else.
And BS2 looks like it adds little, there is nothing more there!
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No shortage of insecure PC purists in this thread (and don’t say that I’m a ‘console kiddie’ – I started gaming on a 286 with glorious 4-color CGA graphics) here, apparently threatened by the idea that consoles may be getting good things that are reviewed positively.
There seems to be a lot of genuine bitter resentment over the high scores Bioshock got. It’s rather fascinating, if not a little sad/pathetic.
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286? Pffft, n00b. 8086 here. ;P
If your comment was aimed at me, I should clarify: it’s not a console/PC thing. PC gamers if anything should be thankful that we get nice ports of games that could only really hope to make their money back on consoles.
Furthermore, I’m not “bitter” that Bioshock scored highly, just disappointed that the hype can still drown out balanced criticism if all the reviewers buy into the idea that a game is Important. Bioshock got 10/10 scores because there is a section of the market that is anxious for games to be seen as legitimate. It’s a phenomenon that’s been around since at least Myst.
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That’s it? It looks like a fan mod (albeit a very polished one) i thought it was set before the fall of Rapture? It looks exactly the same!
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As Maxheadroom says: this is just an add-on and an uninteresting one at that. You playing a Big Daddy and protecting a Lil’ Sis’ – we’ve been there and we’ve fucking done that!
This is the same (very poor) engine as the 1st one with absolutely nothing added. No surprises then…
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Maxheadroom – it’s post fall of Rapture, it’s post Bioshock (with the “good” ending).
Howard – How is the engine very poor? What was wrong with it for you? My understanding of the gameplay (from the PCG UK piece) is that you don’t really have a specific little sister to look after, rather you use them for periods of time to gather adam (which again, provides the moral “choice”).
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So much negativity :’( What have we become dear pc gamers? Bioshock wasnt perfect but it was still really really good. It doesnt deserve all the hate. I actually hope this sequel is amazing just to spite the cynical bastards.
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Andrew, the first BioShock was a turd and I hope the sequel is amazing because Jordan Thomas is on it.
Good job complaining about negativity then wanting to be spiteful, incidentally. That shit is golden.
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It is a good thing to think about, why we are so down on what is an above average game with some quite daring aspects.
I must admit it’s mostly to do with the fact that I think the people who made it were capable of much better, and for once in the long and sordid grinding agonising history of Lookinglass and its offshoots they had the resources to do it. And they didn’t. They backed off seemingly because it wouldn’t sell (of course I don’t know if any one has ever tried really selling a game like that, a System Shock 2 or Deus Ex, so how would they know. And as soon as the money appears to do so I’m sure everyone wants to take a safer bet almost immediately on sight of all those zeros)
For it then to be successful and well recieved is slightly irritating as it shouldn’t be this game that’s famous for the stuff that it does ’cause several others have done it all better. It bugs me that game history has to loop back on itself in this way until we get a successful version of System Shock with a better interface somewhere down the road and everyone hails it as a revolution.
There’s some schadenfreude in the fact that, for all Bioshock’s goals of being a spearhead into the mainstream for more complex ideas and stories, all it’s really done so far is kick off a trend for tacked on “moral choice” (in very large, comic sans quote marks). Much as modern games are all trying to incorporate the sort of spacial complexity and AI detail that Thief managed a decade ago, but all it gets credit for is a bad trend in forced stealth sections.
All that sourgrapes under the surface will likely invalidate my opinion completely to some people and that’s ok.
However it is true that I just plain didn’t like it, and I tried so very hard. I was even having fun at the start and it was kinda scary and hard in a SS2 kinda way for a moment there. But it didn’t last.
There’s something about the games I really like Stalker, the Thiefs, SS2, HL2 & episodes etc. Playing them is like getting into silk longjohns; though the game might be hard or easy at base level its very comfortable to play and I can hang about in them for hours. Sometimes it takes a little while to click but it’s great when it does. Bioshock never did, in three full play throughs. Like running through soft sand it was always, however slightly, a chore to play. All the good writing and nice art direction and gimmickry in the world could not save it. And that brings all its other flaws (of which there are many, as we’ve been over once or twice) into sharp relief. It doesn’t matter how “good” a game is if it doesn’t have that nebulous something (And in games that have it, it often doesn’t matter how bad they are). I find Deus Ex: Invisible War more fun to run around in, now that modern technology has advanced sufficiently to run it smoothly.
I don’t know exactly why this is or what it is -in Thief for example, I know it’s just the ‘feel’ of the interface or avatar being so damn perfect. Other games it might be something else- The pattern for recent games that have this problem and were supposedly developed for PC and console together (ie developed for console and had mouse and keyboard support hacked in at the last minute) is just about one to one.
So anyway, short version: Expected game to surpass its ‘parents’ and it didn’t, but also genuinely didn’t enjoy it. Thus I complain now and then. New one has fairly steep climb where I’m concerned.
The counter argument often seems to suggest that we’re supposed to remove it from all context (unlikely), or though it’s not perfect like it for what it represents to PC gaming or something. Like voting for an old radical who abandoned his views to get a seat in cabinet, we should stick by him for his potential good influence on the others. That sort of thing falls under my ‘pointless positivity’ heading I’m afraid.
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To sum it up, a wise man once said (on a different topic):
We used to have first-rate games with second-rate marketing. Now we’re stuck with second-rate games with first-rate marketing.
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This footage does suggest an explanation for the Big Sister. Note the graffiti that says “we will be reborn in the womb of the ocean” and that one of the splicers in the battle at the end is a weird grey thing that looks more like a sea creature than a human being.
The splicers trapped in the city would eventually have realised that there was no way out, and that their only chance of survival was to use ADAM to mutate into something that could live in the sea. Since most of them were insane and many were afflicted with religious mania they would presumably have evolved some kind of cult around this idea. But to put it into practice they would need a huge supply of ADAM. To get this they turn one of their number into the Big Sister, to kidnap girls from coastal towns to become the new Little Sisters and to fight everyone else left in the city for whatever supplies of ADAM remain.
It’s also possible that the Big Sister was originally created by Tennenbaum to free the remaining Little Sisters from the Big Daddies but has gone rogue and joined the crazy fish cult. She might even be the creator of the cult, so intoxicated by her own power that she wants to become the goddess of a new aquatic master race. But then, who hasn’t dreamed of doing that?
Tennenbaum is trying to stop them, and has therefore re-programmed the most powerful Big Daddy to fight for her side. In Bioshock she had dedicated herself to rescuing the Little Sisters so it is not surprising that she would stay behind in Rapture to try and save the ones that hadn’t been liberated by Jack. It would then be quite logical for her to want to save the new Little Sisters as well, and she would use a Big Daddy because that’s the most effective weapon she has.
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I’ll reiterate what I said in the last Bioshock 2 article thread thingie: Bioshock the original deconstructed Randian Objectivism and the linearity of FPSes, compared them, and noted the futility of both with a sly grin and excellent, gritty writing. Bioshock 2 zeroes in on a single motif/gimmick from the original story — the Big Daddy/Little Sister relationship — and attempts to spin it into a whole game without yet seeming to have some kind of greater arc or purpose to the story thematically. As someone who thinks Bioshock was a oneshot and should have stood alone, I am skeptical and disappointed.
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Hopefully, they can program this one so the sound works correctly and it doesn’t make my video card freak out and crash my computer.
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Reply to Dracko
A turd really? There was no single redeeming feature? Really? I mean really?
I innitially enjoyed Bioshock on release but went back earlier this month after getting inticed by its groovy tin box. I now think its the best shooter/first person adventure game ever made. Going back to it away from the hype has been amazing.
One complaint I really don’t get is that it doesn’t feel like anyone lived there. The city is filled with booze, every wall advertises a sports match, a play, the latest fashions, you battle through two hotels, a shopping mall, a luxorious park(which you need to buy a ticket for), an art gallery, two clubs, a theater, a hospital and see numerous improvised beds and store rooms. What more evidence do you need. Also it’s possible to give origins to most enemies such the hopeful athlete pumped full of sports booster who can’t even count how many legs he’s got. Or the fishermen who formed Fontaine’s muscle pushed on by their religious fervour, plasmid blues and lots and lots of alcohol.
And the stealth system works you just need to use the right tonics (active camo is too powerful really but you can also play stealthy without it).
All in all I kinda like it.
This trailer though… the dual wielding looks like it undermines the tension quite a bit. Sister voice over at the end of this trailer suggests kinda the wrong idea here. It doesn’t help that I never really enjoyed Frolic as much as the Hospital and Versuvious. To me the Cradle just felt kind of desolate with only the attic section trying anything other than scary noises and strobe lighting. Never the less, to early to tell and I can only hope they
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“I now think its the best shooter/first person adventure game ever made”
You have very different standards from me.
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You’ll never know what I hope now will you?
Never wanted to know either right?
One other point I want to make were complaints about hacking mini-game and vending machines. Solution, don’t use vending machines and spend money on buying out machines. I just finished the game without playing Pipe Mania once.
It also looked quite nice too.
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Reply to Nick
Enemy variety beats Halo
Weapons have more weight than Half Life 2
Looks better than any other shooter in art style.
Looks better than almost any other shooter technically (just watch water running downstairs)
Has better pacing (for the most part) than COD4.
Is both more challenging and more forgiving than any shooter other than Half Life 2.
Has around 40 weapons including mines, pet bots, trip wires, arm bees and a spready flamethrower-cum-biological weapon-cum-freeze cannon.
Has more varied and unpredictable AI than anything short of SWAT 4.
Uses randomised spawn points to keep enemy encounters varied.
Manages to have well above average voice work, better than Mass Effect though maybe not as good as HL2.
Also lasts for around 20 compared to the 6-8 hours of COD 4 or the 2 hours of the HL2 episodes.
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Redford: sorry dude, but the word is that Bioshock 2 is specifically designed to ruin your PC. Also, there will be an expansion pack that will program your microwave to fire molten cheese at your head. Hope you own a hat.
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I don’t get why there are so many people trolling around moaning about how the original Bioshock wasn’t that great. Okay, we get it, why do you still need to drive that point home? Maybe it’s just me, but I honestly don’t see as many rabid Bioshock fanboys as I do rabid Bioshock haters, yet many people seem to have liked the game for what it was, myself included. If anyone who actually bothers to pay attention to the info on this game that’s been put out in the last month, a lot of the comments on here look ridiculous. Dumb, uniformed, and downright ignorant comments abound. I also had my doubts upon first hearing about the setting and initial plot for Bioshock 2, but after reading and listening to all of the work and info that’s been put out there so far, I think it’s going to be awesome from both a story and gameplay standpoint. They are expounding upon the original generously. Simultaneous plasmid and weapon use? Check. Less linear gameplay? Check. Delving deeper in to Rapture? Check. Sounds a hell of a lot better than 90% of the other stuff that’s coming out soon. I’ll be ready for it.
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